Red Bricks — Outdoor Wall Dirty Rough Broken Red — PBR seamless 3D texture free download

. Formats: WEBP, PNG . Free for personal & commercial use.

Preview — Red Bricks — Outdoor Wall Dirty Rough Broken Red — PBR seamless 3D texture

IDred-bricks-02-rough-broken-red-bricks-brick-wall-old-brick
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Red Bricks 02 seamless 3D texture offers a highly detailed physically based rendering (PBR) material designed to replicate the complex surface of old deteriorated outdoor brick walls. The base substrate consists primarily of ceramic and mineral aggregates bound together with a weathered plaster matrix creating a rough porous surface typical of exposed brick and crumbling masonry. The texture captures the uneven grain orientation and fractured nature of broken bricks where natural iron oxide pigments give the surface its characteristic deep red hues. Weathering and dirt accumulation are evident enhancing the man-made exterior wall’s authenticity through subtle discolorations and chipped plaster edges. The surface finish is matte and rough with no metallic elements emphasizing the non-reflective aged quality of the brick façade.

Each PBR channel in this 4K (with optional 8K) texture set plays a crucial role in simulating the material’s physical properties. The Albedo/BaseColor map accurately defines the rich red pigment variations and dirt overlays while the Normal map provides fine detail on the rough broken brick edges and plaster crevices enhancing depth and relief in real-time or offline renderers. The Roughness channel controls the surface’s coarse non-glossy finish reflecting the porous weather-beaten brick surface. No metallic workflow is involved as bricks and plaster are non-metallic materials. The Ambient Occlusion map accentuates crevices and worn areas adding shadow depth to the deteriorated brick wall. The Height/Displacement map supports realistic surface displacement perfect for adding parallax effects and enhancing the crumbling uneven texture of the exterior wall in Blender Unreal Engine or Unity.

Optimized for modern pipelines this tileable red brick texture balances high-resolution detail and performance across digital content creation software (DCCs) and game engines. It delivers reliable consistent shading results without the need for manual tweaking ensuring seamless integration into any architectural visualization game environment or outdoor scene requiring an authentic weathered brick wall look. For best results it is recommended to carefully calibrate UV scale to match real-world brick dimensions and to fine-tune the roughness map to achieve the desired level of surface wear or grime accumulation enhancing realism in both real-time and offline rendering workflows.

How to Use These Seamless PBR Textures in Blender

This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.

What’s inside the download

  • *_albedo.png — Base Color (sRGB)
  • *_normal.png — Normal map (Non-Color)
  • *_roughness.png — Roughness (Non-Color)
  • *_metallic.png — Metallic (Non-Color)
  • *_ao.png — Ambient Occlusion (Non-Color)
  • *_height.png — Height / Displacement (Non-Color)
  • *_ORM.png — Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)

Quick start (Node Wrangler, 30 seconds)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. Press Ctrl + Shift + T and select the maps albedo, normal, roughness, metallic (skip height and ORM for now) → Open. The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. Ambient Occlusion (AO):
    • Add a MixRGB (or Mix Color) node in mode Multiply.
    • Input A = albedo, Input B = ao, Factor = 1.0.
    • Output of Mix → Base Color of Principled (replaces the direct albedo connection).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.

Using the packed ORM texture (optional)

Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. For scale/repeat, add Texture Coordinate (UV)Mapping and plug it into all texture nodes. Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.

Recommended starter values

  • Normal Map Strength: 0.5–1.0
  • Bump Strength: ~0.3
  • Displacement Scale (Cycles): ~0.03

Common pitfalls

  • Wrong Color Space (normals/roughness/etc. must be Non-Color).
  • “Inverted” details → enable Invert Y on the Normal Map node.
  • Over-strong relief → lower Displacement Scale or Bump Strength.

Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.

To add the downloaded texture, go to Add — Texture — Image Texture.



Add a node and click the Open button.



Select the required texture on your hard drive and connect Color to Base Color.


AITEXTURED Tools

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